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GS-d3d11:fx: Flip x and y dithering positions.
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@ -672,7 +672,7 @@ void ps_dither(inout float3 C, float2 pos_xy)
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else
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fpos = int2(pos_xy / (float)PS_SCALE_FACTOR);
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C += DitherMatrix[fpos.y & 3][fpos.x & 3];
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C += DitherMatrix[fpos.x & 3][fpos.y & 3];
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}
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}
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